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osu-lazer/osu.Game.Tests/Visual/TestCasePlayerLoader.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Threading;
using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Screens;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual
{
public class TestCasePlayerLoader : ManualInputManagerTestCase
{
private PlayerLoader loader;
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private ScreenStack stack;
[Cached]
private BackgroundScreenStack backgroundStack;
public TestCasePlayerLoader()
{
InputManager.Add(backgroundStack = new BackgroundScreenStack {RelativeSizeAxes = Axes.Both});
InputManager.Add(stack = new ScreenStack { RelativeSizeAxes = Axes.Both });
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
Beatmap.Value = new DummyWorkingBeatmap(game);
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AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
})));
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AddUntilStep(() => loader.IsCurrentScreen(), "wait for current");
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep(() => !loader.IsCurrentScreen(), "wait for no longer current");
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AddStep("exit loader", () => loader.Exit());
AddUntilStep(() => !loader.IsAlive, "wait for no longer alive");
AddStep("load slow dummy beatmap", () =>
{
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SlowLoadPlayer slow = null;
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stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer
{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
}));
Scheduler.AddDelayed(() => slow.Ready = true, 5000);
});
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AddUntilStep(() => !loader.IsCurrentScreen(), "wait for no longer current");
}
protected class SlowLoadPlayer : Player
{
public bool Ready;
[BackgroundDependencyLoader]
private void load()
{
while (!Ready)
Thread.Sleep(1);
}
}
}
}